<!doctype html>
<html>
	<head>
		<meta charset="utf-8">
		<meta content="en-us" http-equiv="Content-Language">
		<meta name="viewport" content="width=device-width, initial-scale=0.9">
		<title id="title">Go to sleep!</title>
		<script src="js/hm.js"></script>
		<script type="text/javascript">
			var d = new Date()
			var time = d.getHours()
			if (time < 24) {
				document.getElementById("title").innerHTML = "Good evening!";
			}
			if (time < 19) {
				document.getElementById("title").innerHTML = "Good afternoon!";
			}
			if (time < 12) {
				document.getElementById("title").innerHTML = "Good morning!";
			}
			if (time < 5) {
				document.getElementById("title").innerHTML = "Go to sleep!";
			}
		</script>
		<style>
			* {
    padding: 0;
    margin: 0;
}
body {
    text-align: center;
    background-repeat: no-repeat;
    background-color: #353535;
}
#search_input {
    width: 90%;
    height: 40px;
    background-color: transparent;
    border: none;
    outline: 0;
    font-size: 16px;
    color: #4a4266;
    padding: 0 10px;
    border-radius: 50px
}
.search_part {
    margin-bottom: 10px;
    margin-top: 90px;
}
span {
    display: block;
    font-size: 12px;
    overflow: hidden;
    padding-left: 2px;
    vertical-align: middle;
}
.search_bar {
    box-shadow: 0 0 5px rgba(70,70,40,.255);
    -webkit-animation: fadeIn 2.5s;
    animation: fadeIn 2.5s;
    background-color: transparent;
    border-radius: 3px;
    display: table;
    vertical-align: middle;
    width: 80%;
    height: 20px;
    max-width: 400px;
    margin: 10px auto;
}
#search_submit {
    outline: 0;
    height: 40px;
    float: right;
    color: #4a4266;
    font-size: 18px;
    font-weight: 500;
    border: none;
    background-color: transparent;
    padding: 0 13px 0 13px
}
#content {
    width: 100%;
    text-align: center;
    padding-top: 25px;
    padding-bottom: 15px;
}
.box {
    -webkit-animation: fadeInDown 1s;
    animation: fadeInDown 1s;
    position: relative;
    display: inline-block;
    width: 75px;
    border: 0;
}
.box a {
    width: 100%;
    height: 100%;
    position: absolute;
    left: 0;
    top: 0;
}
.url {
    color: #fff;
    height: 1.5em;
    line-height: 1.5em;
    width: 72px;
    font-size: 0.75em;
    white-space: nowrap;
    overflow: hidden;
    margin: auto;
    -webkit-border-top-right-radius: 5px;
    -webkit-border-bottom-right-radius: 5px;
    text-overflow: ellipsis;
    -o-text-overflow: ellipsis;
    -ms-text-overflow: ellipsis;
    padding-top: 3px;
    padding-bottom: 8px;
}
.icon {
    width: 3em;
    height: 3em;
    max-width: 72px;
}
#app-items {
    width: 100%;
    max-width: 400px;
    margin: 0px auto;
    text-align: center;
    background-color: transparent;
    ;
    padding-top: 0px;
    padding-bottom: 15px;
}
.title {
    background-color: #fffffff;
    font-size: 16px;
    height: 30px;
    line-height: 30px;
    padding: 0 10px 0 20px;
    color: #fff;
}
#yiyan {
    width: 100%;
    max-width: 400px;
    margin: 0px auto;
    text-align: center;
    background-color: transparent;
    padding-top: 0px;
    padding-bottom: 15px;
}
.shuxing {
    color: #fff;
    font-size: 12px;
    height: 30px;
    line-height: 20px;
    padding: 0 10px 0 20px;
}
 @-webkit-keyframes flipInX {
 0% {
 -webkit-transform: perspective(400px) rotateX(90deg);
 transform: perspective(400px) rotateX(90deg);
 opacity: 0
}
 40% {
 -webkit-transform: perspective(400px) rotateX(-10deg);
 transform: perspective(400px) rotateX(-10deg)
}
 70% {
 -webkit-transform: perspective(400px) rotateX(10deg);
 transform: perspective(400px) rotateX(10deg)
}
 100% {
 -webkit-transform: perspective(400px) rotateX(0);
 transform: perspective(400px) rotateX(0);
 opacity: 1
}
}
 @keyframes flipInX {
 0% {
 -webkit-transform: perspective(400px) rotateX(90deg);
 -ms-transform: perspective(400px) rotateX(90deg);
 transform: perspective(400px) rotateX(90deg);
 opacity: 0
}
 40% {
 -webkit-transform: perspective(400px) rotateX(-10deg);
 -ms-transform: perspective(400px) rotateX(-10deg);
 transform: perspective(400px) rotateX(-10deg)
}
 70% {
 -webkit-transform: perspective(400px) rotateX(10deg);
 -ms-transform: perspective(400px) rotateX(10deg);
 transform: perspective(400px) rotateX(10deg)
}
 100% {
 -webkit-transform: perspective(400px) rotateX(0);
 -ms-transform: perspective(400px) rotateX(0);
 transform: perspective(400px) rotateX(0);
 opacity: 1
}
}
 @-webkit-keyframes fadeIn {
 0% {
 opacity: 0
}
 100% {
 opacity: 1
}
}
 @keyframes fadeIn {
 0% {
 opacity: 0
}
 100% {
 opacity: 1
}
}
 @-webkit-keyframes fadeInDown {
 0% {
 opacity: 0;
 -webkit-transform: translateY(-20px);
 transform: translateY(-20px)
}
 100% {
 opacity: 1;
 -webkit-transform: translateY(0);
 transform: translateY(0)
}
}
 @keyframes fadeInDown {
 0% {
 opacity: 0;
 -webkit-transform: translateY(-20px);
 -ms-transform: translateY(-20px);
 transform: translateY(-20px)
}
 100% {
 opacity: 1;
 -webkit-transform: translateY(0);
 -ms-transform: translateY(0);
 transform: translateY(0)
}
}
</style>
		<style>
			canvas {
    padding: 0;
    margin: 0;
    position: absolute;
    z-index: -1;
    left: 0px;
}
#search_input {
    width: 100%;
    height: 40px;
    background-color: transparent;
    border: none;
    outline: 0;
    font-size: 16px;
    color: #000000;
}
/*翻译
搜索框边距 
下边距︰ 30px;
上边距︰ 20px;
*/

.search_part {
    margin-bottom: 10px;
    margin-top: 40px;
}
/*翻译
跨度样式
显示︰ 阻止;
溢出︰ 隐藏;
左填充︰ 5px;
垂直对齐︰ 居中;
*/

.search_bar span {
    display: block;
    font-size: 12px;
    overflow: hidden;
    padding-left: 2px;
    margin-right: 42px;
    vertical-align: middle;
}
.search_bar span i {
    display: none;
    float: right;
    width: 35px;
    height: 40px;
    background-size: 16px;
}
.search_bar .si {
    margin: 0 38px 0 10px;
}
li {
    list-style: none;
}
/*搜索建议条*/
#suggest {
    position: absolute;
    left: -1px;
    right: -1px;
    top: 40px;
    border: 1px solid #ccc;
    background: #fff;
    line-height: 40px;
}
#suggest li {
    border-bottom: 1px solid #ccc;
    text-align: left;
    padding-left: 16px;
}
#suggest li:active {
    background: #F0F0F0;
}
#suggest li b {
    float: right;
    width: 44px;
    height: 40px;
    background: url() no-repeat scroll center center #fff;
    background-size: 11px;
}
#suggest .close {
    text-align: right;
    font-size: 14px;
    color: #888;
    padding-right: 12px;
}
.search_bar {
    box-shadow: 0 0 5px rgba(70,70,40,.255);
    -webkit-animation: fadeIn 2.5s;
    animation: fadeIn 2.5s;
    background-color: #fff;
    opacity: 0.4;
    border-radius: 3px;
    display: table;
    vertical-align: middle;
    width: 80%;
    height: 20px;
    max-width: 400px;
    margin: 10px auto;
    position: relative;
    z-index: 10;
}
#search_submit {
    outline: 0;
    height: 40px;
    float: right;
    color: #125;
    font-size: 18px;
    font-weight: 500;
    border: none;
    background-color: transparent;
    padding: 0 13px 0 13px
}
</style>
		<style>
			html, * {-webkit-user-select:text!important; -moz-user-select:text!important;}
</style>
	</head>

	<body>
		<canvas id="sakura" width="400" height="920"></canvas>
		<div id="content" style="z-index: 2;position: relative;"> <br>
			<div class="search_part"> <br>
				<form id="search_form" onsubmit="return search()" class="search_bar">
					<input type="submit" id="search_submit" value="✢">
					<span><i id="clear" onclick="clear_seach()"></i>
						<div class="si">
							<input class="search" type="text" value="" onkeyup="get_suggest()" onfocus="get_suggest()" onpaste="get_suggest()"
							 autocomplete="off" id="search_input" placeholder="✎...">
						</div>
					</span>
					<div id="suggest" style="display:none">
						<ul id="suglist">
						</ul>
						<div class="close" onclick="close_sug()">| 收起</div>
					</div>
				</form>
			</div>
			<br>
			<div class="box"> <a href="#"></a>
				<p><img class="icon" src="img/jiaowuxitong.png"></p>
				<p class="url">啥也没有</p>
			</div>
			<div class="box"> <a href="#"></a>
				<p><img class="icon" src="img/tieba.png"></p>
				<p class="url">啥也没有</p>
			</div>
			<div class="box"> <a href="#"></a>
				<p><img class="icon" src="img/google_plus5.png"></p>
				<p class="url">啥也没有</p>
			</div>
			<div class="box"> <a href="#"></a>
				<p><img class="icon" src="img/tupian.png"></p>
				<p class="url">啥也没有</p>
			</div>
			<div class="box"> <a href=""></a>
				<p><img class="icon" src="img/wandoujia_youxiribao.png"></p>
				<p class="url">啥也没有</p>
			</div>
			<div class="box"> <a href=""></a>
				<p><img class="icon" src="img/yingyue1.png"></p>
				<p class="url">啥也没有</p>
			</div>
			<div class="box"> <a href=""></a>
				<p><img class="icon" src="img/echooit.png"></p>
				<p class="url">啥也没有</p>
			</div>
			<div class="box"> <a href=""></a>
				<p><img class="icon" src="img/meihua.png"></p>
				<p class="url">啥也没有</p>
			</div>
		</div>
		<div style="z-index: 1;position: relative;">
			<div id="app-items">
				<div class="title"> 感动常在 · 2020 </div>
				<br>
				<div class="box"> <a href=""></a>
					<p><img class="icon" src="img/xiaoshuo.png"></p>
					<p class="url">啥也没有</p>
				</div>
				<div class="box"> <a href=""></a>
					<p><img class="icon" src="img/baiduyun.png"></p>
					<p class="url">啥也没有</p>
				</div>
				<div class="box"> <a href=""></a>
					<p><img class="icon" src="img/youxiang.png"></p>
					<p class="url">啥也没有</p>
				</div>
				<div class="box"> <a href=""></a>
					<p><img class="icon" src="img/web%20app.png"></p>
					<p class="url">啥也没有</p>
				</div>
				<div id="yiyan">
					<div class="shuxing">
						<div id="lwlhitokoto">爱恨两相难，正邪一念间。</div>
					</div>
					<br>
				</div>
			</div>
			<script type="text/javascript">
				var last_kw = '';
				var max_sug_len = 1; //搜索建议最短触发长度

				/*获取搜索建议
				采用的神马搜索的服务
				*/
				function get_suggest() {
					var kw = document.getElementById('search_input').value;
					var clear = document.getElementById('clear');
					if (kw) clear.style.display = 'block';
					else clear.style.display = 'none';
					if (kw == last_kw) return;
					last_kw = kw;
					if (!kw || kw.length < max_sug_len) {
						close_sug();
						return;
					}
					var script = document.createElement('script');
					script.type = 'text/javascript';
					script.src = 'http://sugs.m.sm.cn/web?t=w&uc_param_str=dnnwnt&scheme=http&fr=android&bid=1&q=' +
						encodeURIComponent(kw) + '&_=' + new Date().getTime() + '&callback=jsonp3';
					var head = document.querySelector('head');
					script.onload = function() {
						head.removeChild(script);
					};
					head.appendChild(script);
				}

				function jsonp3(res) {
					var suggest = document.getElementById('suggest');
					if (!res.r || !res.r.length) {
						suggest.style.display = 'none';
						return;
					}
					var html = '';
					res.r.forEach(function(v) {
						html += '<li>' + v.w + '<b></b></li>';
					});
					document.getElementById('suglist').innerHTML = html;
					suggest.style.display = 'block';
				}

				function close_sug() {
					last_kw = '';
					document.getElementById('suggest').style.display = 'none';
				}

				function move_input() {
					document.body.scrollTop = document.getElementById('search_form').offsetTop - 2;
				}

				function clear_seach() {
					var input = document.getElementById('search_input');
					input.value = '';
					document.getElementById('clear').style.display = 'none';
					close_sug();
					input.focus();
				}

				function search() {
					if (document.getElementById("search_input").value != "") {
						//window.location.href = "http://m.baidu.com/s?ie=utf-8&rn=30&tn=baiduhome_pg&oq=%E5%BC%A0%E7%B1%BD%E6%B2%90&rsv_enter=0&wd=" + encodeURIComponent(document.getElementById("search_input").value);
						window.location.href = "http://m.sm.cn/s?q=" + encodeURIComponent(document.getElementById("search_input").value) +
							"&from=smor&safe=1&snum=1";
						document.getElementById("search_input").value = "";
					}
					return false;
				}

				document.getElementById('suglist').addEventListener('click', function(e) {
					var input = document.getElementById('search_input');
					if (e.target.tagName == 'B') {
						input.value = e.target.parentNode.firstChild.textContent;
						input.focus();
					} else if (e.target.tagName == 'LI') {
						input.value = e.target.firstChild.textContent;
						close_sug();
						search();
					}
				});
				window.addEventListener('resize', move_input);
			</script>
			<script type="text/javascript">
				function search() {
					if (document.getElementById("search_input").value != "") {
						window.location.href =
							"http://m.baidu.com/s?ie=utf-8&rn=30&tn=baiduhome_pg&oq=%E5%BC%A0%E7%B1%BD%E6%B2%90&rsv_enter=0&wd=" + document.getElementById(
								"search_input").value;
						document.getElementById("search_input").value = "";
					}
					return false;
				}
			</script>
			<script id="sakura_point_vsh" type="x-shader/x_vertex">
				uniform mat4 uProjection;
uniform mat4 uModelview;
uniform vec3 uResolution;
uniform vec3 uOffset;
uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

attribute vec3 aPosition;
attribute vec3 aEuler;
attribute vec2 aMisc; //x:size, y:fade

varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;

//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;

varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;

void main(void) {
    // Projection is based on vertical angle
    vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
    gl_Position = uProjection * pos;
    gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
    
    pposition = pos.xyz;
    psize = aMisc.x;
    pdist = length(pos.xyz);
    palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
    
    vec3 elrsn = sin(aEuler);
    vec3 elrcs = cos(aEuler);
    mat3 rotx = mat3(
        1.0, 0.0, 0.0,
        0.0, elrcs.x, elrsn.x,
        0.0, -elrsn.x, elrcs.x
    );
    mat3 roty = mat3(
        elrcs.y, 0.0, -elrsn.y,
        0.0, 1.0, 0.0,
        elrsn.y, 0.0, elrcs.y
    );
    mat3 rotz = mat3(
        elrcs.z, elrsn.z, 0.0, 
        -elrsn.z, elrcs.z, 0.0,
        0.0, 0.0, 1.0
    );
    mat3 rotmat = rotx * roty * rotz;
    normal = rotmat[2];
    
    mat3 trrotm = mat3(
        rotmat[0][0], rotmat[1][0], rotmat[2][0],
        rotmat[0][1], rotmat[1][1], rotmat[2][1],
        rotmat[0][2], rotmat[1][2], rotmat[2][2]
    );
    normX = trrotm[0];
    normY = trrotm[1];
    normZ = trrotm[2];
    
    const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
    
    float tmpdfs = dot(lit, normal);
    if(tmpdfs < 0.0) {
        normal = -normal;
        tmpdfs = dot(lit, normal);
    }
    diffuse = 0.4 + tmpdfs;
    
    vec3 eyev = normalize(-pos.xyz);
    if(dot(eyev, normal) > 0.0) {
        vec3 hv = normalize(eyev + lit);
        specular = pow(max(dot(hv, normal), 0.0), 20.0);
    }
    else {
        specular = 0.0;
    }
    
    rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
    rstop = pow(rstop, 0.5);
    //-0.69315 = ln(0.5)
    distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
}
</script>
			<script id="sakura_point_fsh" type="x-shader/x_fragment">
				#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif

uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

const vec3 fadeCol = vec3(0.08, 0.03, 0.06);

varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;

//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;

varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;

float ellipse(vec2 p, vec2 o, vec2 r) {
    vec2 lp = (p - o) / r;
    return length(lp) - 1.0;
}

void main(void) {
    vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
    vec3 d = vec3(0.0, 0.0, -1.0);
    float nd = normZ.z; //dot(-normZ, d);
    if(abs(nd) < 0.0001) discard;
    
    float np = dot(normZ, p);
    vec3 tp = p + d * np / nd;
    vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
    
    //angle = 15 degree
    const float flwrsn = 0.258819045102521;
    const float flwrcs = 0.965925826289068;
    mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
    vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
    
    float r;
    if(flwrp.x < 0.0) {
        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
    }
    else {
        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
    }
    
    if(r > rstop) discard;
    
    vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
    float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
    col *= vec3(1.0, grady, grady);
    col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
    col = col * diffuse + specular;
    
    col = mix(fadeCol, col, distancefade);
    
    float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
    alpha = smoothstep(0.0, 1.0, alpha) * palpha;
    
    gl_FragColor = vec4(col * 0.5, alpha);
}
</script>
			<!-- effects -->
			<script id="fx_common_vsh" type="x-shader/x_vertex">
				uniform vec3 uResolution;
attribute vec2 aPosition;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
    gl_Position = vec4(aPosition, 0.0, 1.0);
    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}
</script>
			<script id="bg_fsh" type="x-shader/x_fragment">
				#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif

uniform vec2 uTimes;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
    vec3 col;
    float c;
    vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
    c = exp(-pow(length(tmpv) * 1.8, 2.0));
    col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
    gl_FragColor = vec4(col * 0.5, 1.0);
}
</script>
			<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
				#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
    vec4 col = texture2D(uSrc, texCoord);
    gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
}
</script>
			<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
				#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
uniform vec4 uBlurDir; //dir(x, y), stride(z, w)

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
    vec4 col = texture2D(uSrc, texCoord);
    col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
    col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
    col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
    col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
    gl_FragColor = col / 5.0;
}
</script>
			<!-- effect fragment shader template -->
			<script id="fx_common_fsh" type="x-shader/x_fragment">
				#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
    gl_FragColor = texture2D(uSrc, texCoord);
}
</script>
			<!-- post processing -->
			<script id="pp_final_vsh" type="x-shader/x_vertex">
				uniform vec3 uResolution;
attribute vec2 aPosition;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
    gl_Position = vec4(aPosition, 0.0, 1.0);
    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}
</script>
			<script id="pp_final_fsh" type="x-shader/x_fragment">
				#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform sampler2D uBloom;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
    vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
    vec4 bloomcol = texture2D(uBloom, texCoord);
    vec4 col;
    col = srccol + bloomcol * (vec4(1.0) + srccol);
    col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
    col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
    
    gl_FragColor = vec4(col.rgb, 1.0);
    gl_FragColor.a = 1.0;
}
</script>
			<script>
				// Utilities
				var Vector3 = {};
				var Matrix44 = {};
				Vector3.create = function(x, y, z) {
					return {
						'x': x,
						'y': y,
						'z': z
					};
				};
				Vector3.dot = function(v0, v1) {
					return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
				};
				Vector3.cross = function(v, v0, v1) {
					v.x = v0.y * v1.z - v0.z * v1.y;
					v.y = v0.z * v1.x - v0.x * v1.z;
					v.z = v0.x * v1.y - v0.y * v1.x;
				};
				Vector3.normalize = function(v) {
					var l = v.x * v.x + v.y * v.y + v.z * v.z;
					if (l > 0.00001) {
						l = 1.0 / Math.sqrt(l);
						v.x *= l;
						v.y *= l;
						v.z *= l;
					}
				};
				Vector3.arrayForm = function(v) {
					if (v.array) {
						v.array[0] = v.x;
						v.array[1] = v.y;
						v.array[2] = v.z;
					} else {
						v.array = new Float32Array([v.x, v.y, v.z]);
					}
					return v.array;
				};
				Matrix44.createIdentity = function() {
					return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);
				};
				Matrix44.loadProjection = function(m, aspect, vdeg, near, far) {
					var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;
					var w = h * aspect;

					m[0] = 2.0 * near / w;
					m[1] = 0.0;
					m[2] = 0.0;
					m[3] = 0.0;

					m[4] = 0.0;
					m[5] = 2.0 * near / h;
					m[6] = 0.0;
					m[7] = 0.0;

					m[8] = 0.0;
					m[9] = 0.0;
					m[10] = -(far + near) / (far - near);
					m[11] = -1.0;

					m[12] = 0.0;
					m[13] = 0.0;
					m[14] = -2.0 * far * near / (far - near);
					m[15] = 0.0;
				};
				Matrix44.loadLookAt = function(m, vpos, vlook, vup) {
					var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);
					Vector3.normalize(frontv);
					var sidev = Vector3.create(1.0, 0.0, 0.0);
					Vector3.cross(sidev, vup, frontv);
					Vector3.normalize(sidev);
					var topv = Vector3.create(1.0, 0.0, 0.0);
					Vector3.cross(topv, frontv, sidev);
					Vector3.normalize(topv);

					m[0] = sidev.x;
					m[1] = topv.x;
					m[2] = frontv.x;
					m[3] = 0.0;

					m[4] = sidev.y;
					m[5] = topv.y;
					m[6] = frontv.y;
					m[7] = 0.0;

					m[8] = sidev.z;
					m[9] = topv.z;
					m[10] = frontv.z;
					m[11] = 0.0;

					m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
					m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
					m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
					m[15] = 1.0;
				};

				//
				var timeInfo = {
					'start': 0,
					'prev': 0, // Date
					'delta': 0,
					'elapsed': 0 // Number(sec)
				};

				//
				var gl;
				var renderSpec = {
					'width': 0,
					'height': 0,
					'aspect': 1,
					'array': new Float32Array(3),
					'halfWidth': 0,
					'halfHeight': 0,
					'halfArray': new Float32Array(3)
					// and some render targets. see setViewport()
				};
				renderSpec.setSize = function(w, h) {
					renderSpec.width = w;
					renderSpec.height = h;
					renderSpec.aspect = renderSpec.width / renderSpec.height;
					renderSpec.array[0] = renderSpec.width;
					renderSpec.array[1] = renderSpec.height;
					renderSpec.array[2] = renderSpec.aspect;

					renderSpec.halfWidth = Math.floor(w / 2);
					renderSpec.halfHeight = Math.floor(h / 2);
					renderSpec.halfArray[0] = renderSpec.halfWidth;
					renderSpec.halfArray[1] = renderSpec.halfHeight;
					renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
				};

				function deleteRenderTarget(rt) {
					gl.deleteFramebuffer(rt.frameBuffer);
					gl.deleteRenderbuffer(rt.renderBuffer);
					gl.deleteTexture(rt.texture);
				}

				function createRenderTarget(w, h) {
					var ret = {
						'width': w,
						'height': h,
						'sizeArray': new Float32Array([w, h, w / h]),
						'dtxArray': new Float32Array([1.0 / w, 1.0 / h])
					};
					ret.frameBuffer = gl.createFramebuffer();
					ret.renderBuffer = gl.createRenderbuffer();
					ret.texture = gl.createTexture();

					gl.bindTexture(gl.TEXTURE_2D, ret.texture);
					gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
					gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
					gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
					gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
					gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);

					gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);
					gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);

					gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);
					gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
					gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);

					gl.bindTexture(gl.TEXTURE_2D, null);
					gl.bindRenderbuffer(gl.RENDERBUFFER, null);
					gl.bindFramebuffer(gl.FRAMEBUFFER, null);

					return ret;
				}

				function compileShader(shtype, shsrc) {
					var retsh = gl.createShader(shtype);

					gl.shaderSource(retsh, shsrc);
					gl.compileShader(retsh);

					if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
						var errlog = gl.getShaderInfoLog(retsh);
						gl.deleteShader(retsh);
						console.error(errlog);
						return null;
					}
					return retsh;
				}

				function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {
					var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);
					var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);

					if (vsh == null || fsh == null) {
						return null;
					}

					var prog = gl.createProgram();
					gl.attachShader(prog, vsh);
					gl.attachShader(prog, fsh);

					gl.deleteShader(vsh);
					gl.deleteShader(fsh);

					gl.linkProgram(prog);
					if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
						var errlog = gl.getProgramInfoLog(prog);
						console.error(errlog);
						return null;
					}

					if (uniformlist) {
						prog.uniforms = {};
						for (var i = 0; i < uniformlist.length; i++) {
							prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);
						}
					}

					if (attrlist) {
						prog.attributes = {};
						for (var i = 0; i < attrlist.length; i++) {
							var attr = attrlist[i];
							prog.attributes[attr] = gl.getAttribLocation(prog, attr);
						}
					}

					return prog;
				}

				function useShader(prog) {
					gl.useProgram(prog);
					for (var attr in prog.attributes) {
						gl.enableVertexAttribArray(prog.attributes[attr]);;
					}
				}

				function unuseShader(prog) {
					for (var attr in prog.attributes) {
						gl.disableVertexAttribArray(prog.attributes[attr]);;
					}
					gl.useProgram(null);
				}

				/////
				var projection = {
					'angle': 60,
					'nearfar': new Float32Array([0.1, 100.0]),
					'matrix': Matrix44.createIdentity()
				};
				var camera = {
					'position': Vector3.create(0, 0, 100),
					'lookat': Vector3.create(0, 0, 0),
					'up': Vector3.create(0, 1, 0),
					'dof': Vector3.create(10.0, 4.0, 8.0),
					'matrix': Matrix44.createIdentity()
				};

				var pointFlower = {};
				var meshFlower = {};
				var sceneStandBy = false;

				var BlossomParticle = function() {
					this.velocity = new Array(3);
					this.rotation = new Array(3);
					this.position = new Array(3);
					this.euler = new Array(3);
					this.size = 1.0;
					this.alpha = 1.0;
					this.zkey = 0.0;
				};

				BlossomParticle.prototype.setVelocity = function(vx, vy, vz) {
					this.velocity[0] = vx;
					this.velocity[1] = vy;
					this.velocity[2] = vz;
				};

				BlossomParticle.prototype.setRotation = function(rx, ry, rz) {
					this.rotation[0] = rx;
					this.rotation[1] = ry;
					this.rotation[2] = rz;
				};

				BlossomParticle.prototype.setPosition = function(nx, ny, nz) {
					this.position[0] = nx;
					this.position[1] = ny;
					this.position[2] = nz;
				};

				BlossomParticle.prototype.setEulerAngles = function(rx, ry, rz) {
					this.euler[0] = rx;
					this.euler[1] = ry;
					this.euler[2] = rz;
				};

				BlossomParticle.prototype.setSize = function(s) {
					this.size = s;
				};

				BlossomParticle.prototype.update = function(dt, et) {
					this.position[0] += this.velocity[0] * dt;
					this.position[1] += this.velocity[1] * dt;
					this.position[2] += this.velocity[2] * dt;

					this.euler[0] += this.rotation[0] * dt;
					this.euler[1] += this.rotation[1] * dt;
					this.euler[2] += this.rotation[2] * dt;
				};

				function createPointFlowers() {
					// get point sizes
					var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
					renderSpec.pointSize = {
						'min': prm[0],
						'max': prm[1]
					};

					var vtxsrc = document.getElementById("sakura_point_vsh").textContent;
					var frgsrc = document.getElementById("sakura_point_fsh").textContent;

					pointFlower.program = createShader(
						vtxsrc, frgsrc,
						['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],
						['aPosition', 'aEuler', 'aMisc']
					);

					useShader(pointFlower.program);
					pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
					pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);

					// paramerters: velocity[3], rotate[3]
					pointFlower.numFlowers = 1600;
					pointFlower.particles = new Array(pointFlower.numFlowers);
					// vertex attributes {position[3], euler_xyz[3], size[1]}
					pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));
					pointFlower.positionArrayOffset = 0;
					pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
					pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;

					pointFlower.buffer = gl.createBuffer();
					gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
					gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
					gl.bindBuffer(gl.ARRAY_BUFFER, null);

					unuseShader(pointFlower.program);

					for (var i = 0; i < pointFlower.numFlowers; i++) {
						pointFlower.particles[i] = new BlossomParticle();
					}
				}

				function initPointFlowers() {
					//area
					pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
					pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;

					pointFlower.fader.x = 10.0; //env fade start
					pointFlower.fader.y = pointFlower.area.z; //env fade half
					pointFlower.fader.z = 0.1; //near fade start

					//particles
					var PI2 = Math.PI * 2.0;
					var tmpv3 = Vector3.create(0, 0, 0);
					var tmpv = 0;
					var symmetryrand = function() {
						return (Math.random() * 2.0 - 1.0);
					};
					for (var i = 0; i < pointFlower.numFlowers; i++) {
						var tmpprtcl = pointFlower.particles[i];

						//velocity
						tmpv3.x = symmetryrand() * 0.3 + 0.8;
						tmpv3.y = symmetryrand() * 0.2 - 1.0;
						tmpv3.z = symmetryrand() * 0.3 + 0.5;
						Vector3.normalize(tmpv3);
						tmpv = 2.0 + Math.random() * 1.0;
						tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);

						//rotation
						tmpprtcl.setRotation(
							symmetryrand() * PI2 * 0.5,
							symmetryrand() * PI2 * 0.5,
							symmetryrand() * PI2 * 0.5
						);

						//position
						tmpprtcl.setPosition(
							symmetryrand() * pointFlower.area.x,
							symmetryrand() * pointFlower.area.y,
							symmetryrand() * pointFlower.area.z
						);

						//euler
						tmpprtcl.setEulerAngles(
							Math.random() * Math.PI * 2.0,
							Math.random() * Math.PI * 2.0,
							Math.random() * Math.PI * 2.0
						);

						//size
						tmpprtcl.setSize(0.9 + Math.random() * 0.1);
					}
				}

				function renderPointFlowers() {
					//update
					var PI2 = Math.PI * 2.0;
					var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
					var repeatPos = function(prt, cmp, limit) {
						if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
							//out of area
							if (prt.position[cmp] > 0) {
								prt.position[cmp] -= limit * 2.0;
							} else {
								prt.position[cmp] += limit * 2.0;
							}
						}
					};
					var repeatEuler = function(prt, cmp) {
						prt.euler[cmp] = prt.euler[cmp] % PI2;
						if (prt.euler[cmp] < 0.0) {
							prt.euler[cmp] += PI2;
						}
					};

					for (var i = 0; i < pointFlower.numFlowers; i++) {
						var prtcl = pointFlower.particles[i];
						prtcl.update(timeInfo.delta, timeInfo.elapsed);
						repeatPos(prtcl, 0, pointFlower.area.x);
						repeatPos(prtcl, 1, pointFlower.area.y);
						repeatPos(prtcl, 2, pointFlower.area.z);
						repeatEuler(prtcl, 0);
						repeatEuler(prtcl, 1);
						repeatEuler(prtcl, 2);

						prtcl.alpha = 1.0; //(pointFlower.area.z - prtcl.position[2]) * 0.5;

						prtcl.zkey = (camera.matrix[2] * prtcl.position[0] +
							camera.matrix[6] * prtcl.position[1] +
							camera.matrix[10] * prtcl.position[2] +
							camera.matrix[14]);
					}

					// sort
					pointFlower.particles.sort(function(p0, p1) {
						return p0.zkey - p1.zkey;
					});

					// update data
					var ipos = pointFlower.positionArrayOffset;
					var ieuler = pointFlower.eulerArrayOffset;
					var imisc = pointFlower.miscArrayOffset;
					for (var i = 0; i < pointFlower.numFlowers; i++) {
						var prtcl = pointFlower.particles[i];
						pointFlower.dataArray[ipos] = prtcl.position[0];
						pointFlower.dataArray[ipos + 1] = prtcl.position[1];
						pointFlower.dataArray[ipos + 2] = prtcl.position[2];
						ipos += 3;
						pointFlower.dataArray[ieuler] = prtcl.euler[0];
						pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
						pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
						ieuler += 3;
						pointFlower.dataArray[imisc] = prtcl.size;
						pointFlower.dataArray[imisc + 1] = prtcl.alpha;
						imisc += 2;
					}

					//draw
					gl.enable(gl.BLEND);
					//gl.disable(gl.DEPTH_TEST);
					gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

					var prog = pointFlower.program;
					useShader(prog);

					gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);
					gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);
					gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
					gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));
					gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));

					gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
					gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

					gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset *
						Float32Array.BYTES_PER_ELEMENT);
					gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);
					gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);

					// doubler
					for (var i = 1; i < 2; i++) {
						var zpos = i * -2.0;
						pointFlower.offset[0] = pointFlower.area.x * -1.0;
						pointFlower.offset[1] = pointFlower.area.y * -1.0;
						pointFlower.offset[2] = pointFlower.area.z * zpos;
						gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
						gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

						pointFlower.offset[0] = pointFlower.area.x * -1.0;
						pointFlower.offset[1] = pointFlower.area.y * 1.0;
						pointFlower.offset[2] = pointFlower.area.z * zpos;
						gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
						gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

						pointFlower.offset[0] = pointFlower.area.x * 1.0;
						pointFlower.offset[1] = pointFlower.area.y * -1.0;
						pointFlower.offset[2] = pointFlower.area.z * zpos;
						gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
						gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

						pointFlower.offset[0] = pointFlower.area.x * 1.0;
						pointFlower.offset[1] = pointFlower.area.y * 1.0;
						pointFlower.offset[2] = pointFlower.area.z * zpos;
						gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
						gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
					}

					//main
					pointFlower.offset[0] = 0.0;
					pointFlower.offset[1] = 0.0;
					pointFlower.offset[2] = 0.0;
					gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
					gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

					gl.bindBuffer(gl.ARRAY_BUFFER, null);
					unuseShader(prog);

					gl.enable(gl.DEPTH_TEST);
					gl.disable(gl.BLEND);
				}

				// effects
				//common util
				function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {
					var ret = {};
					var unifs = ['uResolution', 'uSrc', 'uDelta'];
					if (exunifs) {
						unifs = unifs.concat(exunifs);
					}
					var attrs = ['aPosition'];
					if (exattrs) {
						attrs = attrs.concat(exattrs);
					}

					ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);
					useShader(ret.program);

					ret.dataArray = new Float32Array([
						-1.0, -1.0,
						1.0, -1.0,
						-1.0, 1.0,
						1.0, 1.0
					]);
					ret.buffer = gl.createBuffer();
					gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);
					gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);

					gl.bindBuffer(gl.ARRAY_BUFFER, null);
					unuseShader(ret.program);

					return ret;
				}

				// basic usage
				// useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
				// gl.uniform**(...); //additional uniforms
				// drawEffect()
				// unuseEffect(prog)
				// TEXTURE0 makes src
				function useEffect(fxobj, srctex) {
					var prog = fxobj.program;
					useShader(prog);
					gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

					if (srctex != null) {
						gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);
						gl.uniform1i(prog.uniforms.uSrc, 0);

						gl.activeTexture(gl.TEXTURE0);
						gl.bindTexture(gl.TEXTURE_2D, srctex.texture);
					}
				}

				function drawEffect(fxobj) {
					gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);
					gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);
					gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
				}

				function unuseEffect(fxobj) {
					unuseShader(fxobj.program);
				}

				var effectLib = {};

				function createEffectLib() {

					var vtxsrc, frgsrc;
					//common
					var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;

					//background
					frgsrc = document.getElementById("bg_fsh").textContent;
					effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);

					// make brightpixels buffer
					frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;
					effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);

					// direction blur
					frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;
					effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);

					//final composite
					vtxsrc = document.getElementById("pp_final_vsh").textContent;
					frgsrc = document.getElementById("pp_final_fsh").textContent;
					effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);
				}

				// background
				function createBackground() {
					//console.log("create background");
				}

				function initBackground() {
					//console.log("init background");
				}

				function renderBackground() {
					gl.disable(gl.DEPTH_TEST);

					useEffect(effectLib.sceneBg, null);
					gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);
					drawEffect(effectLib.sceneBg);
					unuseEffect(effectLib.sceneBg);

					gl.enable(gl.DEPTH_TEST);
				}

				// post process
				var postProcess = {};

				function createPostProcess() {
					//console.log("create post process");
				}

				function initPostProcess() {
					//console.log("init post process");
				}

				function renderPostProcess() {
					gl.enable(gl.TEXTURE_2D);
					gl.disable(gl.DEPTH_TEST);
					var bindRT = function(rt, isclear) {
						gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);
						gl.viewport(0, 0, rt.width, rt.height);
						if (isclear) {
							gl.clearColor(0, 0, 0, 0);
							gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
						}
					};

					//make bright buff
					bindRT(renderSpec.wHalfRT0, true);
					useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);
					drawEffect(effectLib.mkBrightBuf);
					unuseEffect(effectLib.mkBrightBuf);

					// make bloom
					for (var i = 0; i < 2; i++) {
						var p = 1.5 + 1 * i;
						var s = 2.0 + 1 * i;
						bindRT(renderSpec.wHalfRT1, true);
						useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);
						gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);
						drawEffect(effectLib.dirBlur);
						unuseEffect(effectLib.dirBlur);

						bindRT(renderSpec.wHalfRT0, true);
						useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);
						gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);
						drawEffect(effectLib.dirBlur);
						unuseEffect(effectLib.dirBlur);
					}

					//display
					gl.bindFramebuffer(gl.FRAMEBUFFER, null);
					gl.viewport(0, 0, renderSpec.width, renderSpec.height);
					gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

					useEffect(effectLib.finalComp, renderSpec.mainRT);
					gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);
					gl.activeTexture(gl.TEXTURE1);
					gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);
					drawEffect(effectLib.finalComp);
					unuseEffect(effectLib.finalComp);

					gl.enable(gl.DEPTH_TEST);
				}

				/////
				var SceneEnv = {};

				function createScene() {
					createEffectLib();
					createBackground();
					createPointFlowers();
					createPostProcess();
					sceneStandBy = true;
				}

				function initScene() {
					initBackground();
					initPointFlowers();
					initPostProcess();

					//camera.position.z = 17.320508;
					camera.position.z = pointFlower.area.z + projection.nearfar[0];
					projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;
					Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[
						1]);
				}

				function renderScene() {
					//draw
					Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);

					gl.enable(gl.DEPTH_TEST);

					//gl.bindFramebuffer(gl.FRAMEBUFFER, null);
					gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);
					gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);
					gl.clearColor(0.005, 0, 0.05, 0);
					gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

					renderBackground();
					renderPointFlowers();
					renderPostProcess();
				}

				/////
				function onResize(e) {
					makeCanvasFullScreen(document.getElementById("sakura"));
					setViewports();
					if (sceneStandBy) {
						initScene();
					}
				}

				function setViewports() {
					renderSpec.setSize(gl.canvas.width, gl.canvas.height);

					gl.clearColor(0.2, 0.2, 0.5, 1.0);
					gl.viewport(0, 0, renderSpec.width, renderSpec.height);

					var rtfunc = function(rtname, rtw, rth) {
						var rt = renderSpec[rtname];
						if (rt) deleteRenderTarget(rt);
						renderSpec[rtname] = createRenderTarget(rtw, rth);
					};
					rtfunc('mainRT', renderSpec.width, renderSpec.height);
					rtfunc('wFullRT0', renderSpec.width, renderSpec.height);
					rtfunc('wFullRT1', renderSpec.width, renderSpec.height);
					rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);
					rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);
				}

				function render() {
					renderScene();
				}

				var animating = true;

				function toggleAnimation(elm) {
					animating ^= true;
					if (animating) animate();
					if (elm) {
						elm.innerHTML = animating ? "Stop" : "Start";
					}
				}

				function stepAnimation() {
					if (!animating) animate();
				}

				function animate() {
					var curdate = new Date();
					timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;
					timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;
					timeInfo.prev = curdate;

					if (animating) requestAnimationFrame(animate);
					render();
				}

				function makeCanvasFullScreen(canvas) {
					var b = document.body;
					var d = document.documentElement;
					fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth);
					fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight);
					canvas.width = fullw;
					canvas.height = fullh;
				}

				window.addEventListener('load', function(e) {
					var canvas = document.getElementById("sakura");
					try {
						makeCanvasFullScreen(canvas);
						gl = canvas.getContext('experimental-webgl');
					} catch (e) {
						alert("WebGL not supported." + e);
						console.error(e);
						return;
					}

					window.addEventListener('resize', onResize);

					setViewports();
					createScene();
					initScene();

					timeInfo.start = new Date();
					timeInfo.prev = timeInfo.start;
					animate();
				});

				//set window.requestAnimationFrame
				(function(w, r) {
					w['r' + r] = w['r' + r] || w['webkitR' + r] || w['mozR' + r] || w['msR' + r] || w['oR' + r] || function(c) {
						w.setTimeout(c, 1000 / 60);
					};
				})(window, 'equestAnimationFrame');
			</script>
